KNIGHT TYME (c)1986 Mastertronic --------------------- Controls Keyboard or joystick Aim of the game Having released Gimbal the wizard from a self-inflicted White Out spell at the end of SPELLBOUND, Magic Knight has been catapulted through time to the future. He has materialised on a 25th- century starship, the USS Pisces, but has had the good fortune to find a Datacube which has reduced his culture shock. His only chance of getting back lies in finding the Tyme Guardians and assembling the pieces of a Tyme Machine - but the Paradox Police are waiting to arrest him in 30 days' time... Game play Magic Knight (MK to his friends) has quite a number of tasks to perform before he can return home. This involves manipulating the various objects lying around the game's 25 screens; this is done using the "Windimation" window/menu system that is the hallmark of the Magic Knight games. Using the joystick or keyboard, commands are given by selecting options from a series of nested menus that pop up on the screen. New options appear on the main menu as the game progresses and problems are solved. The first problem is to get an ID card in order to convince the crew that you're genuine - a blank card, camera, film, glue, plus the droid Klink and the transputer Derby IV, will come in handy... Controls See instructions on screen for keys. -------------------------------------------------- Comments "Another excellent arcade adventure from David Jones". Rating 94% (CRASH #29, June 1986) Now Still an excellent arcade adventure game - a classic of the genre. -END-